The E-Learning Curve Blog has moved!

You will be automatically redirected to the new address in 10 seconds. If that does not occur for some reason, visit
http://michaelhanley.ie/elearningcurve/
and update your bookmarks.

Showing posts with label Cognitivism. Show all posts
Showing posts with label Cognitivism. Show all posts

Friday, June 26, 2009

Seels and Glasgow Model: Discovering Instructional Design 20

And so my friends, we reach Number 20 in our journey of discovery around Instructional Design. That's a month's solid blogging, investigating one of the fundamental domains associated with our profession.

What have we learned? More of that anon, but for now I'm going to cover the the Seels and Glasgow Model in this E-Learning Curve Blog series on a systems approach to instruction design.

Now read on…

In a 2008 article called Can we reinvent e-learning? I asserted that

ADDIE emerged from the principles of project management, and resembles the philosophy and practice to this discipline's methodology more than a pedagogy. Treating learning like a project leads to "training outcomes" equivalent to project deliverables.

In my view this is no bad thing: the reality is that Learning & Development is a pragmatic discipline, tasked with facilitating individuals in their endeavors to learn, educators would be poorly served if the theoretical, methodological, and pedagogical epistemologies of the domain did not at least tacitly acknowledge the practical challenges associated with implementing learning programs.

Barbara Seels and Zita Glasgow's Model (see Figure 1) reflect this assertion; they situate their understanding of ISD and their model on the thesis that design occurs in the context of project management (p. 177).

seels_and_glasgow_model_1990

Figure 1. The Seels and Glasgow Model
[Click to enlarge]

Their model is distributed across the three phases of project management:

  1. Needs Analysis Management
  2. Instructional Design Management
  3. Implementation Management

This distribution allows a learning program (or project) to be planned, resourced, and managed much as any other project in an organization is arranged.

In this model, the first phase (Needs Analysis) includes the establishment of the instructional goals, requirements, and context for the courseware. Next, the Instructional Design phase begins when Needs Analysis is completed: this second phase consists of six activities:

  1. task analysis
  2. instructional analysis
  3. objectives and tests
  4. formative evaluation
  5. materials development
  6. instructional strategy and delivery systems

- all of which are linked via feedback and interaction communications channels. In Phase Three of the model (Implementation and Evaluation) the development and production of materials, training delivery, and summative evaluation are undertaken.

As is usual in a systems-based approach to ID, the phases in this model can are typically applied in a linear fashion, but they are often applied iteratively. As Gustafson and Branch highlight, the steps in the instructional design phase are interdependent and concurrent, and multiple iterations of this process may occur during this part of the development lifecycle (2001, p.43).

In this sense - and reflecting on my ADDIE/PM remarks, we can say that this is a product-oriented approach to content development. According to Chen

Developing an instructional project involves skill sets ranging from project management and interface design to sound preparation and programming...Design teams represent various fields of expertise (producers, instructors, editors, etc.).

(2007 pp.2-3)

Managing potentially large teams and and hundreds (if not thousands) of media assets needs substantial resources and commitment, and requires strong project management to stay on time and budget at the appropriate quality of outputs. To support this objective, Seels and Glasgow focus on the importance of well-designed materials, the need to identify and understand communication patterns within organizations, develop strategies for diffusion of innovations, and the importance of supporting learners.

Interestingly, Seels and Glasgow also include the concept of diffusion of innovations in their model:

The strategies that lead to diffusion are most effective if used during all the phases of a project.

(1998, p. 178)

They consider that when their model is applied ,the phases are generally linear in nature but

it is not necessary to complete a step before proceeding, and the order can be changed so that steps can be performed concurrently.

(1998, p 179)

We can say that this model successfully aligns to the systems philosophy epitomized in ADDIE quite will, while acknowledging the needs and limitations of the practical application of instructional design. Much like 3PD, formative evaluation via a feedback mechanism (multiple iterations rather than recursion) is a distinguishing (but not unique) characteristic of Seels and Glasgow's approach.

Next time: What have we learned? The implications of Instructional Systems Design for E-Learning
___________

References:

Chen, I. (2007) Instructional Design Methodologies. In: Kidd, T. & Song, H. (Eds.). Handbook of Research on Instructional Systems and Technology. IGI Global

Seels, B. & Glasgow, Z. (1990). Exercises in instructional Technology. Columbus OH: Merrill Publishing Co.

Seels, B., & Glasgow, Z. (1998). Making Instructional Design Decisions. (2nd ed.) Upper Saddle River, NJ: Merrill.

--

Thursday, June 25, 2009

Gagne and the Events of Instruction: Discovering Instructional Design 19

In yesterday's post, I looked at the ASSURE instructional design model, which was originally developed by Heinich et al in the 1990's, and is now popularly and widely-used in both classroom and e-learning environments.

Given the ASSURE Model's constructivist epistemology and successful implementation in early 21st Century educational contexts, you may be surprised to learn that the ASSURE methodology has it's roots very firmly located the venerable, behaviorist-influenced (and occasionally criticized) Events of Instruction, devised by Robert M. Gagne.*

Now read on…

According to Kevin Kruse (2006)

Robert Gagne is considered to be the foremost researcher and contributor to the systematic approach to instructional design and training. Gagne and his followers ...focus [...] on the outcomes - or behaviors - that result from training.

I would assert that familiarity with Gagne’s work, and educators’ drive to continually investigate the New have perhaps led to a certain disregard (in some quarters) for the substantial contribution Gagne made to our discipline. For example, to characterize Gagne as a Behaviorist is, in my view, to underestimate the sophistication of his theories, the elegance of his models, and the relevance of his work today. Indeed, Walter Wager (2004) states that

Gagne didn't feel that the behaviorist theories were adequate to explain human learning. Rather, Gagne should be considered one of the early cognitive psychologists.

(p.296)

As I have previously indicated, his work still influences theorists and learning practitioners today. During his career, Gagne primarily concerned himself with understanding "the process of learning" (1972, p.1). In his life, he was central to the development of five instructional theories:

  1. the five domains of learning
  2. events of instruction
  3. conditions of learning
  4. role of the media
  5. integrated goal theory (Wager, 2004)

Gagne's text The Conditions of Learning (first published in 1965) attempted to identify and describe the cognitive processes that occur in learning: the eponymous ‘conditions of learning.’ His philosophy was influenced by the concepts of cognitive mapping, as well as the information processing interpretation of the events that occur when (adult) learners are presented with various stimuli. In The Conditions of Learning, Gagne argued that that internal and external conditions of learning must be created to stimulate the desired learning response.

To understand the sequence of activities needed to support learning, Gagne suggested that tasks for

acquiring the intellectual skills needed should be organized according to complexity.

(Hriko, 2008, p.353)

He argued that information underwent a series of internal processes before being stored in long-term memory; he developed a nine-step process called the Events of Instruction to represent the manifestation of the external factors that influenced the acts associated with the process, which "correlate to and address the conditions of learning" (Hriko, 2008 p.353). Table 1 shows these instructional events in the left column and describes the associated mental processes in the right column.

Table 1. Nine Events of Instruction (after Gagne, 2004)

Instructional Event

Internal Mental Process

1. Gain attention

Stimuli activates brain's receptors

2. Inform learners of objectives

Creates level of expectation for learning

3. Stimulate recall of prior learning

Retrieval and activation of short-term memory

4. Present the content

Selective perception of content

5. Provide "learning guidance"

Semantic encoding for storage long-term memory

6. Elicit performance (practice)

Responds to questions to enhance encoding and verification

7. Provide feedback

Reinforcement and assessment of correct performance

8. Assess performance

Retrieval and reinforcement of content as final evaluation

9. Enhance retention and transfer to the job

Retrieval and generalization of learned skill to new situation

More…

* Yes, his name is Robert Gagné (with an acute aigu ), but English speakers typically don’t enter accents into Google, and I’m nothing if not pragmatic…
___________

References:

Gagne, R. M., (1972). Domains of learning. Interchange 3(1),pp.1-8.

Gagne, R. M., Wager, W. W., Golas, K. and Keller, J.M. (2004). Principles of Instructional Design (5th.Ed.). Wadsworth Publishing Co Inc.

Kruse, K. (2006). Gagne’s Nine Events of Instruction: An Introduction. E-Learning Guru. Internet: Available from: http://www.e-learningguru.com/articles/art3_3.htm Accessed 12 June 2009

Hriko, M. (2008) Gagne's Nine Events of Instruction. In: Tomei, L.A., Morris, R. (Eds.), Encyclopedia of Information Technology Curriculum Integration. Information Science Reference

Wager, W. (2004) Robert M. Gagne. In: Kovalchick, A., and Dawson, K. (Eds.), Education & Technology: An Encyclopedia. Santa Barbara, CA: ABC-CLIO

--

Wednesday, June 24, 2009

ASSURE Model: Discovering Instructional Design 18

As we saw when we investigated the Three-Phase Design Model, a number of stakeholders including subject matter experts, educationalists, and technical experts need to work together to design and develop learning programs and educational courseware.

The ASSURE Model is a constructivist approach to training design developed by Robert Heinich and Michael Molenda of Indiana University and James D. Russell of Purdue University in the 1990's.

ASSURE is an acronym derived from the key verb descriptor of the tasks associated with the approach. As such, the model proposes a six-step guide for planning and delivering instruction; while not specifically designed for e-learning, in practice it the methodology seems to align to the requirements of designing courseware for that modality.

The steps (or tasks) are described in detail in Table 1:

Table 1 ASSURE Model components (after Human Resource Development website)

A

Analyze Learners

Prerequisite skills or knowledge

What courses are taken prior to this one? What knowledge is assumed?

Learning Styles of the students - This model emphasizes teaching for different learning styles.

Motivations - Why is the learner taking the course?

S

State Objectives

Statements describing what the learner will do as a result of instruction. Things to keep in mind as you write your objectives are:

Focus on the learner, not the teacher

Use behaviors that reflect real world concerns

Objectives are descriptions of the learning outcomes and are written using the ABCD format.

Audience:

Who is the audience? Specifies the learner(s) for whom the objective is intended.

Behavior:

What do you want them to do? The behavior or capability needs to be demonstrated as learner performance, an observable, measurable behavior, or a real-world skill. Use an action verb from the helpful verbs list if you have difficulty doing this.

Condition:

Under what circumstances or conditions are the learners to demonstrate the skill being taught? Be sure to include equipment, tools, aids, or references the learner may or may not use, and/or special environmental conditions in which the learner has to perform.

Degree:

How well do you want them to demonstrate their mastery? Degree to which the new skill must be mastered or the criterion for acceptable performance (include time limit, range of accuracy, proportion of correct responses required, and/or qualitative standards.)

S

Select Methods, Media and Materials

You need to decide what method you will primarily use to support the learning objectives: for example: lectures, online collaboration, group work, a field trip, etc.

What media you will use: photos, multimedia, video?

Are you using store bought materials, getting an outside resource to provide materials, modifying something you already have, or develop something from scratch?

Selection Criteria:

Media Selection

- Media should be selected on the basis of student need.

- We must consider the total learning situation.

- Should follow learning objectives.

- Must be appropriate for the teaching format.

- Should be consistent with the students' capabilities and learning styles.

- Should be chosen objectively.

- Should be selected in order to best meet the learning outcomes.

- No single medium is the total solution.

- Does it match the curriculum?

- Is it accurate and current?

- Does it contain clear and concise language?

- Will it motivate and maintain interest?

- Does it provide for learner participation?

- Is it of good technical quality?

- Is there evidence of its effectiveness (e.g., field-test results)?

- Is it free from objectionable bias and advertising

- Is a user guide or other documentation included?

U

Utilize Media and Materials

Plan how you are going to implement your media and materials. For each media type and/or materials listed in the Select step, describe in detail how you intend to implement them into your lesson to help your learners meet the lesson's objective. Do this for each item.

In order to utilize materials correctly there are several steps to creating good student-centered instruction.

1. Preview the material- Never use anything in class you have not verified and validated.

2. Prepare the material- Make sure you have everything you need and that it all works.

3. Prepare the environment- Set up the classroom so that whatever you’re doing will work in the space you have.

4. Prepare the learners- Give the students an overview, explain how they can take this information and use it and how they will be evaluated up front.

5. Provide the learning experience- Teaching is simply high theatre. Showmanship is part of the facilitator's job. Teaching and learning should be an experience not an ordeal.

R

Require Learner Participation

Describe how you are going to get each learner "actively and individually involved in the lesson. Ex: games, group work, presentations, etc.

All activities should provide opportunities to manipulate the information and allow time for practice during the demonstration of the skill.

E

Evaluate and Revise

Describe how you will evaluate and measure whether or not the lesson objectives were met. Were the media and the instruction effective?

Evaluate student performance:

How will you determine whether or not they met the lesson's objective?

The evaluation should match the objective. Some objectives can be adequately assessed with a pen and paper test. If the objectives call for demonstrating a process, creating a product, or developing an attitude, the evaluation will frequently require observing the behavior in action.

Evaluate media components:

How will you determine the media effectiveness?

Evaluate instructor performance:

How will you determine whether or not your own performance as instructor/facilitator was effective?

While the learner's needs, the instructional goals, and the availability or desirability of particular media are the drivers for the design and development, Gunter and Baumbach (Education and Technology: An Encyclopedia, 2003) state that

The instructional goals should be the focus, not the goal. When integrating technology, it should always be viewed as a tool that assists... the learning needs of the student. The teacher becomes a mentor and colearner, who is actively engaged in enabling students to access, analyze, apply, and create information electronically.

(pp.193-194)

More…

___________

References:

Gunter, G. & Baumbach, D. (2004). Curriculum Integration. In: Education and Technology: An Encyclopedia. (Kovalchick, A. & Dawson, K. Eds). ABC-CLIO; illustrated edition

Heinich, R., Molenda, M., Russell, J., & Smaldino, S. (2002). Instructional Media and Technologies for Learning (7th Ed.). New Jersey: Merrill Prentice Hall.

Human Resource Development [Internet] Available from: http://itchybon1.tripod.com/hrd/id15.html Accessed 10th June 2009

--

Tuesday, June 23, 2009

Factors Influencing Learning Design: Discovering Instructional Design 17

One of the more interesting outcomes of the Three-Phase Design (3PD) model has been that, while in and of itself, it describes a strategic context from which to build and maintain online teaching and e-learning environments, it does not focus on more granular aspects of the design process proper.

According to Rod Sims (2008) there are six factors are essential to achieving engaging, interactive and memorable learning experiences (see Figure 1). The 3PD Model supports these factors by establishing the build-enhance-maintain process as core to successful project implementation.

PD4L_6_Factors

Figure 1. Six factors influencing e-learning design (after Sims, 2008)
[Click to enlarge]

Sims called this model Proactive Design for Learning (PD4L): the six factors that enable the design of effective online teaching and learning are:

  1. Theory-based, ensuring that decisions are based on contemporary approaches to teaching and learning.
  2. Innovative and relevant (incorporating elements of proactive evaluation documented by Sims, Dobbs & Hand, 2002).
  3. Team-based, with team members having the relevant and appropriate competencies to engage with and complete the design tasks (Sims & Koszlaka, 2008).
  4. Emergent, allowing (where appropriate) the interactions between course participants to establish and introduce course content (Irlbeck, Kays, Sims & Jones, 2006).
  5. Interactive, enabling participants to actively explore the relevance and application of the course content (Allen, 2003; Sims, 2006).
  6. Personalized, such that participants are able to apply their own context and situation to the learning outcomes (Sims & Stork, 2007).

People (and organizations) do not adopt new ideas at the same time. Some adopt ideas when they are first introduced; others wait for varying periods of time; some never adopt an idea. In The Diffusion Process (1957), Bohlen and Beal maintain that

...the time span over which people adopt ideas will vary from practice to practice.

(p.4).

The authors' research indicated that complexity of practice is a significant factor in determining the value of a diffused idea or technology in organizations. They defined the following categories of complexity:

  • Change in material and equipment
  • Improved practice
  • Innovation
  • Change in enterprise
  • Cost

Three-Phase Design and it's subsequent iterations are representative of educators' responses to the challenges and opportunities afforded by the introduction, diffusion, and adoption of Web-based technologies in education: traditional approaches to instructional design do not necessarily fit the requirements of online learning. Of particular note in this context is the emergence of Constructivism as a theoretical framework for the development of online learning programs. In the PD4L Model, for example, Sims cites

theories including the social formation of the mind (Vygotsky, 1978), meaningful learning (Ausubel, 1968), situated cognition (Clancey, 1997), constructivism (Driscoll, 2005) and connectivism (Siemens, 2004).

(p.9)

He continues:

Together with a pragmatic, interpretivist epistemology, the PD4L model focuses on creating teaching and learning environments where relevant, meaningful knowledge is constructed by the individual.

When compared to the purely Functionalist (in the anthropological sense of the term) methodology of ISD, we can see that models like Sims and Jones' are attempting to accommodate the power and flexibility afforded by digitally mediated technologies in the context of acquisition of skills, knowledge construction, and a more experiential view of learning, that the traditional systems-based approach.

More…
___________

References:

Bohlen, J. M., Beal, G. M. (1957). The Diffusion Process, Special Report No. 18 (Agriculture Extension Service, Iowa State College) 1: 56-77. [Internet] Available from: http://www.soc.iastate.edu/extension/presentations/publications/comm/Diffusion%20Process.pdf [Accessed 3rd November 2008]

Malinowski, B. 1990. A Scientific Theory of Culture. Reissue edition. Chapel Hill: University of North Carolina Press.

Rogers, E. M. (2003) Diffusion of Innovations, (5th ed.). Simon & Schuster International.

Sims, R. (2008). From three-phase to proactive learning design: Creating effective online teaching and learning environments, In: J. Willis (Ed), Constructivist Instructional Design (C-ID): Foundations, Models, and Practical Examples.

Sims, R., Dobbs, G., & Hand, T. (2002). Enhancing quality in online learning: Scaffolding planning and design through proactive evaluation. Distance Education, 23(2), 135-147.

Sims, R. & Jones, D. (2003). Where practice informs theory: Reshaping instructional design for academic communities of practice in online teaching and learning. Information Technology, Education and Society, 4(1), 3-20.

--

Thursday, May 21, 2009

Aligning Learning Theory with Instructional Design

As you will know if you read yesterday's post, the proliferation of learning theories over the last century or so has led to a broad range of philosophies and ideas for learning professionals to choose from when undertaking the development of a learning program, as you can see from Figure 1, which is a simplified timeline of the philosophies and disciplines that influenced learning theories.

influences_on_learning_theories

Figure 1 Influences on Learning Theories (after Stahl, G. 2003)

The heterogeneous nature of learning theories, with sometimes subtle and occasionally significant divergences in their character usually serves only to confuse an already complex domain: even gathering an understanding of the key terms associated with the subject (see Figure 2) can be an overwhelming task for those new to the discipline of instructional design.

learning_theory_tag_cloud

Figure 2 Tag Cloud of Learning Theory Terms

So how do you choose a learning theory for your instructional design?

In their 1993 article Behaviorism, cognitivism, constructivism: Comparing critical features, Ertmer and Newby use Dale H. Schunk's definitive questions as well as two more of their own to enable those engaged in instructional design to distinguish between learning theories at the highest level. Schunk (1991) defines five questions to distinguish learning theories:

  1. How does learning occur?
  2. Which factors influence learning?
  3. What is the role of memory?
  4. How does transfer occur?
  5. What types of learning are best explained by the theory?

Ertmer and Newby include two more questions for instructional designers:

  1. What basic assumptions / principles are relevant to instructional design?
  2. How should instruction be structured to facilitate learning?

Based upon these criteria, we can say that instructional design can be characterized as being effective in the contexts described as below:

Learning Program

Learning Theory / Instructional Design Approach

Introductory learning A behaviorist/cognitivist approach works best.
Instruction is predetermined, sequential and criterion-referenced
Advanced learning A cognitivist/constructivist approach works best.
Tasks require an increased level of processing (schematic organization, analogical reasoning etc)
Expertise development A constructivist approach works best.
Tasks associated with subject matter expertise demand high levels of analysis and problem-solving (i.e. situated learning, cognitive apprenticeships, and social negotiation)

__________

References:

Ertmer, P. A., Newby, T. J. (1993). Behaviorism, cognitivism, constructivism: Comparing critical features from an instructional design perspective. Performance Improvement Quarterly, 6 (4), 50-70.

Schunk, D. H. (1991). Learning theories: An educational perspective. New York: Macmillan.

Stahl, G. (2003). Building Collaborative Knowing: Elements Of A Social Theory Of CSCL, IN J.W. Strijbos, P.Kirschner & R. Martins (ed.), What we know about CSCL in higher education, Amsterdam: Kluwer.

--

Tuesday, May 19, 2009

Discovering Instructional Design, Part 1

At its heart, learning is about growth. The single, central reason for learning, training, and education is to facilitate peoples' need to acquire and develop new skills, knowledge and expertise.

The E-Learning Curve Blog focuses on the development and deployment of learning technologies, and I've been known to discuss approaches to cognition and Constructivism at great length. For one reason or another, I haven't really discussed the bridge between the theoretical and the practical aspects of education - the twin pillars if you like - so over the next few weeks, I'm going to spend some time discussing this in an occasional series of articles on instructional design .

Instructional Design (ID) is the practice of maximizing the effectiveness, efficiency and accessibility of instruction and other learning experiences. The ID process can be said to have a number of steps:

  1. determine the current state and needs of the learner
  2. define the end goal of instruction
  3. develop a learning intervention to assist in the acquisition of new skills, knowledge or expertise.

Before we dive in to ID with much gusto, I want to begin by briefly outlining the theoretical basis for pretty much all contemporary approaches to instructional design.

1. Behaviorism

Based on observed changes in behavior, Behaviorism focuses on a new behavioral patterns being repeated until they becomes automatic. The theory emerged from work done by Ivan Pavlov in associative learning and classical conditioning. The theory of behaviorism concentrates on the study of overt behaviors that can be observed and measured (Good & Brophy, 1990). It views the mind as a "black box" in the sense that the response to a stimulus can be observed quantitatively, while totally ignoring the possibility of thought processes occurring in the mind.

In his 1953 text Science and Human Behavior B. F. Skinner developed the concept of operant conditioning and its application in education and training through the use of positive and negative reinforcement techniques. A behaviorist approach to learning was first implemented in educational technology in the 1960’s.

Main characteristics:

  • Behavioral objectives (performance, condition, standard)
  • Programmed instruction
  • Individualized instruction
  • Computer assisted instruction
  • Systems approach

2. Cognitivism

Based on thought processes governing behavior, the theory of Cognitivism emerged from the inability of the Behaviorist Model to explain how children do not imitate all behavior. Similarly, the Behaviorist Model could not account for certain types of learning.

Bandura and Walters' 1963 text Social Learning and Personality Development led to Social Cognitive Theory, a concept further developed by Jean Piaget.

Main characteristics:

  • schema
  • 3-stage Information Processing Model (sensory register / short term memory / long term memory)

Cognitivism began influencing technology in education in the 1970’s. Its adoption led to a shift from measuring external behavior to focusing on the internal mental processes behind behavior, leading to a greater emphasis on task- and learner analysis. According to Cognitivists, tasks are broken down to move from simple to complex, based on previously-learned mental models, or schema. Cognitivism is currently the principal theory used in instructional design.

3. Constructivism

Based on individual perspectives addressing demand of the real world, The theory of Constructivism emerged from work undertaken by Bartlett (1932).

Merrill and Jonassen (1991) further developed the theory to postulate that our reality is perceived through a process of social negotiation.
First implemented in educational technology in 1980’s and 90’s. Led to a movement from objectively to subjectively focused learning, and the development of more open-ended tasks where results of learning are not so easily measured, and are not the same for each learner. Constructivism is not compatible with simple Systems Approach and outcomes of learning are NOT predetermined.

Main characteristics:

  • Use of realia (real-world objects)
  • Authentic tasks – task-based learning
  • Reflective practice – learning to learn
  • Use of hypertext and hypermedia – branched learning rather than a linear learning path

More...

___________

References:

Bandura, A., & Walters, R. H. (1963). Social learning and personality development. New York: Holt

Bartlett, F.C. (1932). Remembering: A Study in Experimental and Social Psychology. Cambridge University Press

Good, T. L., Brophy, J. E. (1990). Educational psychology: A realistic approach (4th ed.).White Plains, NY: Longman

Jonassen, D. H. (1991). Objectivism versus constructivism: do we need a new philosophical paradigm? Educational Technology Research and Development, 39 (3), 5-14.

Merrill, M. D. (1991). Constructivism and instructional design. Educational Technology, May, 45-53.

Skinner, B.F. (1953). Science and Human Behavior. New York: Macmillan.

--

Monday, June 16, 2008

Media - a Constructivist view of principles

Constructivism is part of the Cognitivist gene pool, and as such it is appropriate to look at the impact of digital multimedia on cognition and learning.

In E-Learning and the Science of Instruction (2003), Ruth Colvin Clark and Richard E Mayer explore the research on the impact of media in e-learning across seven design principles:

  • Multimedia
  • Contiguity
  • Modality
  • Redundancy
  • Coherence
  • Personalization
  • Practice Opportunities/Simulations

Clark and Mayer assert that broadly speaking

Learning results from designing learning materials with the right instructional methods regardless of how the information will be delivered [my italics]. ...To help learners acquire new knowledge and skills, instructional methods including media elements such as sound, text, and graphics as well as learning aids such as practice exercises, must support human cognitive learning processes.

(p.2)

Regardless of the theoretical approach or instructional design used, learning happens in accordance with the capabilities of two memory components: working and long-term memory, as shown in Figure 1.

Effective eLearning supports critical psychological learning processes

Figure 1 Effective e-learning supports critical psychological learning processes

Working memory is where ideas are generated and learning takes place. However, working memory has a very limited capacity - according to Miller (1956) working memory has the capacity to retain 7±2 chunks of information. When working memory fills with even limited amounts of information, its processing power diminishes rapidly.

Long-term memory has a vast capacity for information storage; it is a person's knowledge and memory repository. However, long-term memory provides storage only - all the cognitive activity takes place in working memory. In learning, the goal is to create environments in which learners actively process new information in the working memory in ways that lead to storage in long-term memory. When needed, this information can be retrieved into working memory.

Positive learning outcomes require instructional methods that accommodate the limits of working memory and encourage processing of new information for storage in long-term memory.

(p.4)

The primary cognitive processes to be engaged include:

  • Attention
  • Management of load in working memory
  • Rehearsal of new information in working memory that results in encoding in long-term memory
  • Retrieval of new skills back into working memory when needed.

The authors suggest the following principles can be used to enhance the effectiveness of learning:

  • Include both words and graphics as long as the graphics convey information that
    is being taught and are not merely decorative.
  • Place corresponding words and graphics near each other.
  • Present words as audio narration rather than onscreen text.
  • Presenting words as both text and simultaneous audio narration can interfere with
    learning.
  • Adding interesting, but unnecessary, material can interfere with learning.

With this in mind, how much practice do learners need? We know that skill improvement can continue over many practice sessions—although with diminishing returns. The greatest amount of learning occurs in the first few practice sessions. How much practice to include depends on the criticality of the skills you are building, and on the extent to which performance can improve on the job. For some tasks, such as landing an airplane, it’s critical that the first performance is highly effective.


In other cases, learners can continue to practice and improve on the job. [Ruth Clark's] recommendation is to adjust the amount of practice according to the criticality of the tasks and the cost benefits generated by additional practice opportunities.

(2007, p.9)

_________________________

References:

Clark, R. (2007). Leveraging multimedia for learning. Use instructional methods proven to align with natural learning processes [Internet] Available from: http://www.adobe.com/products/captivate/pdfs/captivate_leveraging_multimedia.pdf Accessed 23 May 2008

Clark, R. C. and R. E. Mayer (2003). E-Learning and the Science of Instruction. San Francisco, Jossey-Bass
Pfeiffer.

Merrill, M. D. (2006a). First Principles of Instruction. In C. M. Reigeluth & A. Carr (Eds.), Instructional Design Theories and Models III (Vol. III). Hillsdale, NJ: Lawrence Erlbaum Associates, Publishers.

Merrill, M. D. (2006b). First principles of instruction: a synthesis. In R. A. Reiser and J. V. Dempsey (Eds.) Trends and Issues in Instructional Design and Technology. Columbus: Ohio, Merrill Prentice Hall.

Miller, G. A. (1956) The Magical Number Seven, Plus or Minus Two. The Psychological Review, 63(2), pp. 81-97

--

Thursday, June 12, 2008

Constructivism and instructional design: more considerations

In this series of blog posts, I am considering the implications of learning and development for knowledge workers in the modern workplace, the limitations of the Systems Approach to training, and how to implement a Constructivist learning environment that can effectively and efficiently support knowledge workers.

Now read on...

In yesterday's post, and based on the work of Michael Molena, I suggested that the epitome of the Systems Approach, ADDIE, was less a development process and more a set of heuristics to facilitate instructional designers' efforts to develop e-learning content. I also outlined M. David Merrill's work to identify fundamental invariant principles of "good" instructional design, regardless of pedagogy. Merrill asserts that there is a core of consistent "Principles of Instruction" that we may use as the basis for content development regardless of the actual methodology used.

Merrill's primary and central principle of instruction is task-centered learning. A task is an activity that represents a problem that may be encountered in a real-world situation. Learning objectives or samples of the types of problems learners will be able to solve at the end of the learning sequence may also substitute for a task. A progression through problems of increasing difficulty are used to scaffold the learning process into manageable tiers of difficulty. The courseware should relate to real world problems.

Learner guidance helps focus the learner’s attention on critical elements of the information and relate these critical elements to the portrayal. The learner guidance that enhances the demonstration is indicated by bullets.

(2006a, p.4)

Merrill recognizes three categories of classification that provide information and can be portrayed:

  1. Kinds-of
  2. How-to
  3. What-happens

Kinds-of category

Concept classification occurs when learners must discriminate among members of two or more related categories of objects or events. An effective presentation/demonstration for concept classification (kinds-of) requires the following instructional activities.

  1. Tell learners the name of each category or alternative procedure.
  2. Show learners an example of each category.
  3. Provide learners a definition for each category.
  4. Show learners examples of each category.

How-to category
Procedure learning occurs when learners must carry out a series of steps. A presentation/demonstration for a procedure (how-to) involves the following instructional
activities:

  1. Show learners a specific instance of the whole task.
  2. Demonstrate each of the steps required to complete the whole task.
  3. Show the consequence of each step.
  4. Summarize the steps in the procedure and their sequence.

What-happens category
Process learning occurs when learners understand how some device works or the process underlying some phenomenon. A presentation/demonstration for a process (what-happens) involves the following instructional activities.

  1. Demonstrate the process in a specific, real or simulated situation.
  2. Repeat the demonstration for several increasingly complex scenarios.

In tomorrow's post we shall examine principles for the effective use of media in this learning environment.

________________________

References:

Merrill, M. D. (2006a). First Principles of Instruction. In C. M. Reigeluth & A. Carr (Eds.), Instructional Design Theories and Models III (Vol. III). Hillsdale, NJ: Lawrence Erlbaum Associates, Publishers.


Merrill, M. D. (2006b). First principles of instruction: a synthesis. In R. A. Reiser and J. V. Dempsey (Eds.) Trends and Issues in Instructional Design and Technology. Columbus: Ohio, Merrill Prentice Hall.

--

Wednesday, June 11, 2008

Is Constructivism incompatible with Instructional Design?

Before looking in depth at Constructivist Learning Environments (CLEs), we need to investigate the question "Is Constructivism incompatible with Instructional Design?"

In his 2006 essay First Principles of Instruction, M. David Merrill reviewed a representative range of instructional design theories, models, and research, "from basic descriptive laws about learning to broad curriculum programs that concentrate on what is taught rather than on how to teach" (2006b, p.1). Based on his research, the author elicited and synthesized elements common to Instruction, and used these to assess the underlying principles of instruction. The author describes principles as "relationship[s] that [are] always true under appropriate conditions regardless of program or practice" (2006a, p.1).

To be considered by Merrill, the principles he studied had to be
  • Included in most of the instructional design theories reviewed
  • Promote more effective, efficient, or engaging learning
  • Supported by research
  • General so that it applied to any delivery system or any instructional architecture (Clark 2003)
  • Design-oriented

From this set of criteria, the author identified five principles of instruction.
  1. The demonstration principle: Learning is promoted when learners observe a demonstration.
  2. The application principle: Learning is promoted when learners apply the new knowledge.
  3. The task-centered principle: Learning is promoted when learners engage in a task centered instructional strategy.
  4. The activation principle: Learning is promoted when learners activate relevant prior knowledge or experience.
  5. The integration principle: Learning is promoted when learners integrate their new knowledge into their everyday world.

1. The Demonstration Principle

Merrill asserts that principles are most appropriate for generalizable skills. These are skills that can be applied to two or more different specific situations. He asserts that the demonstration principle is most appropriate for three types of generalizable skill:
  1. concept classification (kinds-of)
  2. carrying out a procedure (how-to)
  3. predicting consequences or finding faulted conditions in the execution of a process (what-happens).
A generalizable skill is represented by both information and portrayal. Information is general, inclusive, and applicable to many specific situations. Portrayal is specific, limited, and applicable to one case or a single situation. Information can be presented (tell) and recalled (ask). A portrayal can be demonstrated (show) and submitted to application (do).
(p.3)

The demonstration principle emphasizes the use of specific cases (portrayal). Merrill considers that lack of sufficient demonstration is a "common problem" (p.3) in much instruction. While the demonstration principle is strongly biased towards portrayal, effective and efficient instruction involves both presentation of information and demonstration with portrayal. Table 1 shows information and portrayal modalities that are consistent for each of the three categories of generalizable skill. A presentation and demonstration must be consistent if they are to support effective, efficient and engaging learning.

Table 1 Consistent Information and Portrayal for Categories of Learning

[click to enlarge]

More...

__________________

References:

Clark, R. C. (2003). Building Expertise: Cognitive Methods for Training and Performance Improvement. Washington D.C., International Society for Performance Improvement.

Merrill, M. D. (1997). Instructional Strategies that Teach. CBT Solutions (Nov/Dec): 1-11. [Internet] Available from: http://cito.byuh.edu/merrill/text/papers/Consistency.PDF Accessed 24 May 2008.

Merrill, M. D. (2006a). First Principles of Instruction. In C. M. Reigeluth & A. Carr (Eds.), Instructional Design Theories and Models III (Vol. III). Hillsdale, NJ: Lawrence Erlbaum Associates, Publishers.

Merrill, M. D. (2006b). First principles of instruction: a synthesis. In R. A. Reiser and J. V. Dempsey (Eds.) Trends and Issues in Instructional Design and Technology. Columbus: Ohio, Merrill Prentice Hall.

--

Wednesday, December 19, 2007

Learning Theory: Back to school for Christmas

As I've got some holiday time at my disposal over Christmastime , I've decided to refresh my knowledge on Learning Theory in the context of how I use the various learning models and methodologies. So that means that there will be a large amount of information concerning Cognitivism and its offshoots, and much less about the Behaviourist track . So, let's start at the beginning…

What is learning?

In the field of organisational development, the terms ‘training’ and ‘learning’ are often used interchangeably: both broadly refer to the acquisition of new or enhanced knowledge, skills, attitudes or behaviour through the medium of instruction whether delivered by a source of information such as a text or a computer application, a teacher, or a mentor. The key difference between the two terms is in the reflexive nature of learning and the integration of the knowledge, skill, attitude or behaviour into the individual’s cognitive constructs - a process Lev Vygotsky called “internalisation” and elegantly described as “an internal reconstruction of an external operation (1978, p.56).

References

Vygotsky, L. S. (1978) Mind in society. Edited by Cole, M. John-Steiner, V. Scribner, Souberman, E. Cambridge, MA, Harvard University Press